Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion...
This paper describes World of Warcraft as a ludic cyborg -- an entity that exists for play and depends on both artificial and organic components to survive. We argue that the popu...
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which dri...
David Harel, Itai Segall, Hillel Kugler, Yaki Sett...
Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, s...
Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben ...
This paper is a call for research in the field of game engine architecture and design, a more comprehensive and thorough understanding of which we consider to be essential for its...
Eike Falk Anderson, Steffen Engel, Peter Comninos,...